We explore how an AR simulation created by a multidisciplinary team evolved into a more interactive, student-centered learning game. The CovidCampus experience was designed to help college students understand how their decisions can affect their probability of infection throughout a day on campus. There were eight decision points throughout the day. Within group comparisons of immediate learning gains and self-reported behavioral changes were analyzed. Results revealed a significant increase in confidence in asking safety-related questions. Post-play, a significant majority of players listed new actions they would take to increase their safety; players were more agentic in their choices. This game allowed players to go back and replay with different choices, but only 7% chose to replay. Short, interactive desktop games may be an effective method for disseminating information about how to stay safer during a pandemic. The game appeared to positively change most players' health behaviors related to mitigation of an infectious disease. Designers of interactive health games should strive to create multi-disciplinary teams, include constructs that allow players to agentically make decisions, and to compare outcomes overtime.
CITATION STYLE
Johnson-Glenberg, M. C., Jehn, M., Chung, C. Y., Balanzat, D., Nieland Zavala, R., Apostol, X., … Bartolomea, H. (2021). Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes. Frontiers in Communication, 6. https://doi.org/10.3389/fcomm.2021.657756
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